using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
using WindowsPhoneGame1.GameScreens;

namespace WindowsPhoneGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Screen screen;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // Extend battery life under lock.
            InactiveSleepTime = TimeSpan.FromSeconds(1);

            TouchPanel.EnabledGestures = GestureType.Tap | GestureType.Hold;

            //landscape view
            graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            SetScreen(new SplashScreen(this, 3f));
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                if (screen is MainMenuScreen)
                    this.Exit();
                else
                    SetScreen(new MainMenuScreen(this));
            }

            // TODO: Add your update logic here
            screen.Update(gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();
            // TODO: Add your drawing code here
            screen.Draw(gameTime);

            spriteBatch.End();

            base.Draw(gameTime);
        }

        /// <summary>
        /// Sets the screen of the game. If there already is another screen,
        /// the contents of that previous screen us unloaded.
        /// The new screen will be initialized and its content will be loaded.
        /// </summary>
        /// <param name="screen">The new screen that will become active.</param>
        public void SetScreen(Screen screen)
        {
            if (this.screen != null)
                this.screen.UnloadContent();

            this.screen = screen;
            this.screen.Initialize();
            this.screen.LoadContent();
        }

        public SpriteBatch SpriteBatch
        {
            get
            {
                return spriteBatch;
            }
        }
    }
}
